Author Topic: GV Smoking Hulks  (Read 1270 times)

Offline slimpikn

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GV Smoking Hulks
« on: September 27, 2005, 11:16:50 PM »
How about having dead GV's sit on the ground smoking for 3 to 5 minutes? How cool would it be to have a bunch of smoking hulks around a heavy GV battle?

Offline BigMax

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GV Smoking Hulks
« Reply #1 on: September 28, 2005, 09:47:37 AM »
OUTSTANDING idea!!!

Offline MachNix

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Re: GV Smoking Hulks
« Reply #2 on: June 19, 2008, 02:20:35 PM »
I was thinking about this the other day and found this thread by doing a search and think it is worth having another look. 

When a GV dies, it goes through the usual animation of tossing its turret and blowing up.  But instead of just disappearing, it gets replaced with an object similar to a bomb or rocket creator.  The object would look something like a tank chasse with some scorched earth around it.  Whether each GV would have its own or just use a generic object is up to those doing the programming.  The object would disappear after some length of time just as a bomb creator does now.

There are two reasons for this.  The first is to make it more difficult for aircraft to pick out “live” vehicles.   If GVs have already been killed at a spawn point and there are “dead” vehicles around, the pilot would either have to see the “live” vehicle spawn in, wait for it to start moving or shooting, or get in close to tell the difference between the dead and the living.  (Not a fan of leaving the dead smoking but it could smoke for a short time as in the original suggestion.)  This could give the GVs a chance to do something before they are bombed out.  Perhaps the object could have collisions turned on so live vehicles could not hide in the dead, and not be able to shoot through them. 

The second reason is if you get snipped or ambushed by another GV.  I don’t always remember my exact location when I get killed by a sniper.   If my dead vehicle was still there when I return, I will know that the enemy will have a shot if I drive back to that spot.  I may remember that the shot came from the right so the sniper is ether in those trees or behind that barn.  This could force the sniper to move to a new spot between victims instead of just setting up camp and waiting for the next unsuspecting vehicle to wander by.

Offline RMrider

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Re: GV Smoking Hulks
« Reply #3 on: June 19, 2008, 03:01:36 PM »
good idea.  :aok
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Offline Bronk

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Re: GV Smoking Hulks
« Reply #4 on: June 19, 2008, 03:14:01 PM »
How abut buying everyone a better processor/more memory/GFXcard.
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Offline moot

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Re: GV Smoking Hulks
« Reply #5 on: June 19, 2008, 03:58:03 PM »
They'd only be visual, for probably the same reason that craters were removed as collidables and only visible if you were around when they were created.
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Offline waystin2

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Re: GV Smoking Hulks
« Reply #6 on: June 19, 2008, 04:03:11 PM »
Good idea. :aok
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Offline titanic3

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Re: GV Smoking Hulks
« Reply #7 on: June 19, 2008, 04:30:03 PM »
i have thought up of this idea before, and have posted, search it if you want to. My replies were full of disagreement on how huge lag would affect the arena. Think about it, 25 dead vehicle in a small area... there would be some lag for people with old computers.

  the game is concentrated on combat, not on shaking the screen.

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Offline toetoe31

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Re: GV Smoking Hulks
« Reply #8 on: June 19, 2008, 11:52:54 PM »

Offline angelsandair

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Re: GV Smoking Hulks
« Reply #9 on: June 20, 2008, 08:41:30 AM »
That is a good idea. Just leave a smoking hull there for a few minutes.. Shoot, if they made em like trees, I'd just go die a few times in an M8, make a wall, then sit behind it in a sherman.  :lol
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Offline Cthulhu

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Re: GV Smoking Hulks
« Reply #10 on: June 20, 2008, 10:10:43 AM »
They'd only be visual, for probably the same reason that craters were removed as collidables and only visible if you were around when they were created.
Exactly. Battlefield debris would really complicate the collision model. Would make nice eye candy though. :aok
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Offline Rambo Fan

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Re: GV Smoking Hulks
« Reply #11 on: June 21, 2008, 07:08:07 PM »
How abut buying everyone a better processor/more memory/GFXcard.
Jesus, someone finally realizes what we need...  :lol

Offline chrish483

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Re: GV Smoking Hulks
« Reply #12 on: June 21, 2008, 09:54:25 PM »
As said,  if they were modeled like the trees or crators in a way to look like a dead GV wouldent hurt frame rate a bit,  also i havent noticed any frame rate drop having a bunch of trees or crators around.

i think its a good idea,  maby having a limit as to how many parts and stuff laying around a field.
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Offline Nisky

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Re: GV Smoking Hulks
« Reply #13 on: June 22, 2008, 01:35:17 PM »
The only time i get bad lag is when i roll to a base and it is on fire and smoking but it has to be like 6 or 7 fires to do it tho. Im only using 64mb vid card so i would say yes to this if they did not smoke.
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Offline Swatch

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Re: GV Smoking Hulks
« Reply #14 on: June 26, 2008, 08:22:57 PM »
 :aok sounds like an awesome idea... and it may give spawncampers a bit more challenge as they'll have to determine whats refuse and what's live... sure it may be easy, but that split second hesitation may be enough.

I also agree they should be modeled similar to current craters.  That won't affect net lag at all since if you were there for it to die, you won't see it, and a simple low-poly model will hardly affect performance I would guess.  I know some people have old computers, but anything in the last 8 years should handle this.  At some point the "wah my computer can't take it" routine will be played out since the game is essentially designed for a 6yr old computer (DX9.0 has been out since 2002 and is a fixed requirement for AH2)
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